Free-Willed Items
The most powerful items in the game are those that have a mind of their own! These magical items have Intelligence, Wisdom, and Charisma, because they think and are sentient. Some can even act on their own volition, without you telling or even asking them to do so. All of them require a soul-link before they can function, and they do not allow you to soul-link to any other magic items; when you link with a free-willed item, all other soul-links are broken.
There are three kinds of free-willed items: Intelligent Magic Items | Lesser Artifacts | Greater Artifacts
Intelligent Items
Magically imbued with sentience, intelligent items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Intelligent items can actually be considered creatures, not only because they have mental ability scores, but also because they have motivations, opinions, and feelings like people do.
An intelligent item starts as a permanent item or a casting item, to which sentience is added. That foundation item may be an item from the existing rules, or a "homebrew" item made by the creator. Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from you. Intelligent items act during your turn in the initiative order. They typically take only a standard action.
When you find or create an intelligent item, it may offer you the choice to soul-bond it immediately, not during the usual leveling-up process. This depends primarily on your interactions with the item and its judgement of your character and your potential as an effective wielder. If you do bond with it, you lose all other soul-bonds immediately. When you gain experience thereafter, you do so as a person who has soul-bonded one item.
Permanent custom items, that is, weapons, shields, and armor, can choose for themselves the powers they take when you level up.
Designing an Intelligent Item
Creating a magic item with intelligence follows these simple guidelines. Intelligent items must have an alignment, mental ability scores, languages, senses, and at least one other special ability. These statistics and abilities can be selected during creation, increasing the item's overall cost. Many of these abilities add to an item's Ego score. Intelligent items with high Ego scores are difficult to control and can sometimes take control of their owner, making them dangerous to possess.
An intelligent magic item has a base price increase of 500 gp. When determining the total value of an intelligent item, add this value to the sum of the prices of all of its additional abilities gained through being intelligent, before adding them to the magic item's base price.
Intelligent Item Alignment
Any item with intelligence has an alignment (see Table: Intelligent Item Alignment). Note that intelligent weapons already have alignments, either stated or by implication. If you're generating a random intelligent weapon, that weapon's alignment must fit with any alignment-oriented special abilities it has.
Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including by restoration spells). This negative level is cumulative with any other penalties the item might place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three.
Table: Intelligent Item Alignment d% Alignment of Item 01–10 Chaotic good 11–22 Chaotic neutral* 23–32 Chaotic evil 33–44 Neutral evil* 45–54 Lawful evil 55–64 Lawful good 65–76 Lawful neutral* 77–88 Neutral good* 89–100 Neutral * The item can also be used by any character whose alignment corresponds to the non-neutral portion of the item's alignment.
Intelligent Item Ability Scores
Intelligent magic items possess all three mental ability scores: Intelligence, Wisdom, and Charisma. Each one of these ability scores begins at a value of 10, but can be increased to as high as 20. Table: Intelligent Item Ability Scores shows the cost to increase one of the item's ability scores. This cost must be paid for each ability score raised above 10. For example, an intelligent magic item with a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at least 2,400 gp more than the base item (including the 500 gp for being an intelligent item).
Note that intelligent items use their own casting stats, for example, to set spell DCs, when they trigger their own spells. When you use your slots to cast a spell that you know because an intelligent casting item put it on your list, you use your ability score.
Table: Intelligent Item Ability Scores Score Base Price Modifier Ego Modifier 10 — — 11 +200 gp — 12 +500 gp +1 13 +700 gp +1 14 +1,000 gp +2 15 +1,400 gp +2 16 +2,000 gp +3 17 +2,800 gp +3 18 +4,000 gp +4 19 +5,200 gp +4 20 +8,000 gp +5
Languages Spoken by Item
Like a character, an intelligent item understands Common plus one additional fluent languages equal to its odd (Column A) Intelligence bonus. Choose appropriate languages, taking into account the item's origin and purposes. If the item does not possess speech, it can still read and understand the languages it knows.
Senses and Communication
Every intelligent magic item begins normal vision and the ability to hear, both with a range of 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item's cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.
Empathy (Su): Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Speech (Su): An intelligent item with the capability for speech can talk using any of the languages it knows.
Telepathy (Su): Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Senses: Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item's base senses.
Read Languages (Ex): The item can read script in any language, regardless of its known languages.
Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.
Table: Intelligent Item Senses and Communication Ability Base Price Modifier Ego Modifier Empathy — — Speech +500 gp — Telepathy +1,000 gp +1 Senses (30 ft.) — — Senses (60 ft.) +500 gp — Senses (120 ft.) +1,000 gp — Darkvision +500 gp — Blindsense +5,000 gp +1 Read languages +1,000 gp +1 Read magic +2,000 gp +1
Intelligent Item Powers
Each intelligent item should possess at least one power, although more powerful items might possess a host of powers. To find the item's specific powers, choose or roll on Table: Intelligent Item Powers. All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes. The caster level for these effects is equal to the item's caster level. Save DCs are based off the item's highest mental ability score.
Table: Intelligent Item Powers d% Item Power Base Price Modifier Ego Modifier 01–10 Item can cast a 0-level spell at will +1,000 gp +1 11–20 Item can cast a 1st-level spell 3/day +1,200 gp +1 21–25 Item can use magic aura on itself at will +2,000 gp +1 26–35 Item can cast a 2nd-level spell 1/day +2,400 gp +1 36–45 Item has 5 ranks in one skill* +2,500 gp +1 46–50 Item can sprout limbs and move with a speed of 10 feet +5,000 gp +1 51–55 Item can cast a 3rd-level spell 1/day +6,000 gp +1 56–60 Item can cast a 2nd-level spell 3/day +7,200 gp +1 61–70 Item has 10 ranks in one skill* +10,000 gp +2 71–75 Item can change shape into one other form of the same size +10,000 gp +2 76–80 Item can fly, as per the spell, at a speed of 30 feet +10,000 gp +2 81–85 Item can cast a 4th-level spell 1/day +11,200 gp +2 86–90 Item can teleport itself 1/day +15,000 gp +2 91–95 Item can cast a 3rd-level spell 3/day +18,000 gp +2 96–100 Item can cast a 4th-level spell 3/day +33,600 gp +2 * Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form of ability to move.
Special Purpose Items
Some intelligent items have special purposes that guide their actions. Intelligent magic items with a special purpose gain a +2 Ego bonus. An item's purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn't mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizards' cabal to ruin, as well as end the rule of a sorcerer-queen in a nearby land. Likewise, a purpose of “defend elves” doesn't mean that if the wielder is an elf, he only wants to help the wielder. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn't just a matter of self-preservation. It means that the item won't rest (or let its wielder rest) until it places itself above all others.
Table: Intelligent Item Purpose has a number of sample purposes that a magic item might possess. If the wielder specifically ignores or goes against an intelligent item's special purpose, the item gains a +4 bonus to its Ego until the wielder cooperates. This is in addition to the +2 Ego bonus gained by items with a special purpose.
Table: Intelligent Item Purpose d% Purpose Ego Modifier 01–20 Defeat/slay diametrically opposed alignment* +2 21–30 Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) +2 31–40 Defeat/slay divine spellcasters (including divine entities and servitors) +2 41–50 Defeat/slay non-spellcasters +2 51–55 Defeat/slay a particular creature type (see the bane special ability for choices) +2 56–60 Defeat/slay a particular race or kind of creature +2 61–70 Defend a particular race or kind of creature +2 71–80 Defeat/slay the servants of a specific deity +2 81–90 Defend the servants and interests of a specific deity +2 91–95 Defeat/slay all (other than the item and the wielder) +2 96–100 Choose one +2 * The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
Dedicated Powers
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated powers even if the owner is dominant (see Items Against Characters). The caster level for these effects is equal to the item's caster level. Save DCs are based on the item's highest mental ability score. See Table: Special Purpose Item Dedicated Powers for a list of dedicated powers.
Table: Special Purpose Item Dedicated Powers d% Dedicated Power Base Price Modifier Ego Modifier 01–20 Item can detect any special purpose foes within 60 feet +10,000 gp +1 21–35 Item can use a 4th-level spell at will +56,000 gp +2 36–50 Wielder gets +2 luck bonus on attacks, saves, and checks +80,000 gp +2 51–65 Item can use a 5th-level spell at will +90,000 gp +2 66–80 Item can use a 6th-level spell at will +132,000 gp +2 81–95 Item can use a 7th-level spell at will +182,000 gp +2 96–100 Item can use true resurrection on wielder, once per month +200,000 gp +2
Item Ego
Ego is a measure of the total power and force of personality that an item possesses. An item's Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements). An item's Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.
Base Magic Item Value Ego Modifier Up to 1,000 gp — 1,001 gp to 5,000 gp +1 5,001 gp to 10,000 gp +2 10,001 gp to 20,000 gp +3 20,001 gp to 50,000 gp +4 50,001 gp to 100,000 gp +6 100,001 gp to 200,000 gp +8 200,001 gp and higher +12
Items against Characters
When an item has an Ego of its own, it has a will of its own. The item is absolutely true to its alignment. If you are not true to that alignment's goals or the item's special purpose, personality conflict — item against character — results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, you must make a Will saving throw (DC = item's Ego). If you succeed, you are dominant. If you fail, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character's desires and demands concessions such as any of the following:
- Removal of associates or items whose alignment or personality is distasteful to the item.
- That you divest youself of all other magic items or items of a certain type.
- Obedience from you so the item can direct where they go for its own purposes.
- Immediate seeking out and slaying of creatures hateful to the item.
- Magical protections and devices to safeguard the item from molestation when it is not in use.
- That you carry the item with you on all occasions.
- That you relinquish the item to a more suitable possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher measures, such as the following:
- Force you into combat.
- Refuse to strike opponents.
- Strike at you or your associates.
- Force you to surrender to an opponent.
- Cause itself to drop from your grasp.
Naturally, such actions are unlikely when harmony reigns between the character's and item's alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever activity is under way. Weapons, armor, shields, and those with combat utility are particularly interested combat. Such items are natural rivals, even with others of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior. A lawful good item may even seek out other like-minded items to deliver them to those who can use them best.
Items with personalities are never totally controlled or silenced by the characters that possess them, even though they may never successfully control their possessors. They may be powerless to force their demands, but most remain undaunted and continue to air their wishes and demands.
Lesser Artifacts
At the very edge of what a mortal can accomplish, only the most masterful of item creators can forge lesser artifacts. These precious items are almost never sold, being treasured by their makers, or gifted for rewards beyond gold, or handed down through generations as heirlooms of a dynasty. Nonetheless, they do have a gold piece value, which is used if you yourself choose to sell one, or, as is more likely, you keep it, in which case it counts against your allowed wealth.
Regardless of their construction, these items are amazingly durable, with 250 hit points and hardness 50. They are immune to magic or powers that would otherwise affect an object.
Newly acquired lesser artifacts, like casting items, are generally content to stay dormant in your inventory until you level, when the Universal System offers you the opportunity to bind your soul to its. If you do, all your other soul-bonds are severed.
Unlike intelligent items, lesser artifacts are sentient, but ... drowsy. They seldom make clear demands, and they seldom speak. However, if you use such an item in a way contrary to its intended use, if you treat it with disrespect or callous disregard, if you keep it locked away in a hoard and never use it, then you may find that it has somehow eluded your grasp. A lesser artifact may sever your soul-bond and can teleport (or otherwise slip) away in these situations.
Lesser artifacts have Intelligence, Wisdom, and Charisma scores that it does not communicate to you. When adding a lesser artifact to the game, the game master rolls randomly or chooses the ability scores for the lesser artifact. Each time you level after forging a soul-bond with a lesser artifact, there is a ten percent chance that you will permanently lose a point of your ability scores. You may choose whether you lose a point of Intelligence, Wisdom, or Charisma. When you lose a point, your lesser artifact gains one. The game master adds the point to the item's lowest stat. When the item has a score of 10 in all three, it either becomes an intelligent item or a major artifact, as the game master has planned.
Ring of Elemental Command
Aura strong conjuration; CL 17th
Slot ring; Price 200,000 gp; Weight —
Description
All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated. Even after activation, the ring retains the tyro tier power of the ring it has pretended to be. This special activation is accomplished by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element) and then soul-bonded, indeed, the Universal System will not offer you the chance to soul-bond until the conditions are met, a sure sign that something unusual is going on. Each ring has certain other powers as well as the following common properties.
Once activated and soul-bound, each ring offers six spells that you can trigger with a standard action. All these spells are also added to your known spell list, even if they are of a type you cannot usually cast. Although these spells are now on your known spells list, you still cannot cast them unless you have a spell slot of the right level available. When triggered through the item, use the ring's caster level (15) or your own, whichever is higher. Use your spell DC based on your ability score and the lowest level slot with which the spell can be cast. When you cast with your own slot, use your own caster level and save.
Elementals of the plane to which the ring is attuned can't attack you, or even approach within five feet of you. If you desire, you may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made with the ring.
Creatures from the plane to which the ring is attuned who attack you take a -1 penalty on their attack rolls. You makes applicable saving throws against the extraplanar creature's attacks with a +2 insight bonus. You gain a +4 insight bonus on all attack rolls against such creatures. Any weapon you use bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.
You can converse with creatures from the plane to which your ring is attuned. These creatures recognize that you wear the ring, and show a healthy respect for you if alignments are similar. If alignments are opposed, creatures fear you if you are strong. If you are weak, they hate and desire to slay you.
You take a saving throw penalty as follows:
Element Saving Throw Penalty Air -2 against earth-based effects Earth -2 against air- or electricity-based effects Fire -2 against water- or cold-based effects Water -2 against fire-based effects In addition to the powers described above, each specific ring gives you the following abilities according to its kind.
Ring of Elemental Command (Air)
- Feather fall (unlimited use, you only)
- Resist energy (electricity) (unlimited use, you only)
- Gust of wind (twice per day)
- Wind wall (unlimited use)
- Air walk (once per day, wearer only)
- Chain lightning (once per week)
The ring appears to be a ring of feathers until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of glass.
Ring of Elemental Command (Earth)
- Meld into stone (unlimited use, wearer only)
- Soften earth and stone (unlimited use)
- Stone shape (twice per day)
- Stoneskin (once per week, wearer only)
- Passwall (once per week)
- Wall of stone (once per day)
The ring appears to be a ring of stone until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of basalt.
Ring of Elemental Command (Fire)
- Resist energy (fire) (unlimited use, you only)
- Burning hands (unlimited use)
- Flaming sphere (twice per day)
- Pyrotechnics (twice per day)
- Wall of fire (once per day)
- Flame strike (twice per week)
The ring appears to be a ring of heat until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of wood.
Ring of Elemental Command (Water)
- Water walk (unlimited use)
- Hydraulic push (unlimited use)
- Water breathing (unlimited use)
- Wall of ice (once per day)
- Ice storm (twice per week)
- Control water (twice per week)
The ring appears to be a ring of water walking until the established condition is met. It must be reactivated each time a new wearer acquires it. When activated, the ring is revealed to be made of coral.
Construction
Requirements Craft Free-Willed Items, summon nature's ally x, all appropriate spells; Cost 5,000 xp, 50,000 gp, one point each Int, Wis, Chr.
Robe and Staff of the Archmagi
Aura strong varied; CL 17th
Slot body; Price 200,000 gp; Weight 1 lb. (robe), 4 lbs. (staff)
Description
This magical garment and staff are a set. Even if the set is divided, as soon as you soul-bond to one piece, the other piece appears in your hand, ready to be used. To most wearers, the robe offers no powers or has no effect; the item only functions for people who have at least one level as a wizard and at least one quarter of their levels as an arcanist. If you qualify, the item's powers are immense. These powers are as follows.
- +5 armor bonus to armor class.
- +4 enhancement bonus on all saving throws.
- +2 enhancement bonus on caster level checks made to overcome spell resistance.
- +5 enhancement bonus to attacks and damage using the staff (both ends).
- Double the number of bonus spell slots per day that your Intelligence grants you.
- Add all arcane universal school spells (there are 20, excluding Prestidigitation) to your known spells list, available to you when you have spell slots high enough to use them.
Construction
Requirements Craft Free-Willed Items, all arcane universal spells, creator must have at least one level as a wizard and at least one quarter of their levels as an arcanist; Cost 5,000 xp, 50,000 gp, one point each Int, Wis, Chr.
Greater Artifacts
Greater artifacts are extremely powerful. Rather than merely another form of magical equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures — a quest to recover it, a fight against an opponent wielding it, a mission to cause its destruction, and so on. Unlike normal magic items, artifacts are not easily destroyed. Instead of construction information, each artifact includes one possible means by which it might be destroyed. Artifacts can never be purchased, nor are they found as part of a random treasure hoard. When placing an artifact in your game, be sure to consider its impact and role. Remember that greater artifacts are fickle objects, and if they become too much of a nuisance, they can easily disappear or become lost once again.
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